diff options
| author | Ray <[email protected]> | 2018-07-15 21:26:53 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-07-15 21:26:53 +0200 |
| commit | 055b0583d6096a0b621816a9374c412f1e929d3c (patch) | |
| tree | dfaa3889823d9964e288ef86091fa0b90d8c69df | |
| parent | 0a86a8aba37278723138647c4894fd89963195af (diff) | |
| download | raylib.com-055b0583d6096a0b621816a9374c412f1e929d3c.tar.gz raylib.com-055b0583d6096a0b621816a9374c412f1e929d3c.zip | |
Updated cheatsheet
| -rw-r--r-- | cheatsheet/cheatsheet.html | 9 | ||||
| -rw-r--r-- | cheatsheet/raylib_core.c | 39 | ||||
| -rw-r--r-- | cheatsheet/raylib_models.c | 9 | ||||
| -rw-r--r-- | cheatsheet/raylib_shaders.c | 6 | ||||
| -rw-r--r-- | cheatsheet/raylib_shapes.c | 4 | ||||
| -rw-r--r-- | cheatsheet/raylib_structs.c | 10 | ||||
| -rw-r--r-- | cheatsheet/raylib_text.c | 30 | ||||
| -rw-r--r-- | cheatsheet/raylib_textures.c | 55 |
8 files changed, 93 insertions, 69 deletions
diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html index c3161fe..62eeb5b 100644 --- a/cheatsheet/cheatsheet.html +++ b/cheatsheet/cheatsheet.html @@ -40,7 +40,7 @@ body{background-color:#f5f5f5;} #fulldata{width: 1315px!important;} .eximage img{ margin: 0 auto; border: 1px solid; border-color: black; width:770px; height:auto;} - pre code{ width: auto!important; border: 1px solid; border-color:#b0b0b0; width:758px; height:auto; } + pre code{ font-family: Courier New; font-size:12px; width: auto!important; border: 1px solid; border-color:#b0b0b0; width:758px; height:auto; } .exdownbtn{width:250px; height:30px; float:left; position: relative; cursor:pointer; font-weight:bold; font-size:10px; line-height:30px; text-align: center; border-width:5px; background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial;} @@ -126,8 +126,9 @@ <div id="header"> <a id="logo" href="http://www.raylib.com/index.html"></a> <p id="title">[simple and easy-to-use library to learn videogames programming]</p> - <p id="plinks">[<a href="http://www.facebook.com/raylibgames" target="_blank">www.facebook.com/raylibgames</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p> - <p id="version">v1.8.0 quick reference card</p> + <p id="plinks">[<a href="https://discordapp.com/invite/VkzNHUE">raylib Discord server</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p> + <p></p> + <p id="version">v2.0.0 quick reference card</p> </div> <br> <div id="fulldata"> @@ -154,7 +155,7 @@ <p id="pcolors">colors</p> <div id="colors"><pre><code class="cpp"></code></pre></div> </div> - <p id="copyright">raylib quick reference card - Copyright (c) 2013-2017 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p> + <p id="copyright">raylib quick reference card - Copyright (c) 2013-2018 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p> </div> diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c index efb4063..de690fd 100644 --- a/cheatsheet/raylib_core.c +++ b/cheatsheet/raylib_core.c @@ -1,7 +1,8 @@ // Window-related functions - void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL) + void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context void CloseWindow(void); // Close window and unload OpenGL context + bool IsWindowReady(void); // Check if window has been initialized successfully bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) @@ -10,9 +11,10 @@ void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) + void SetWindowSize(int width, int height); // Set window dimensions int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height - + // Cursor-related functions void ShowCursor(void); // Shows cursor void HideCursor(void); // Hides cursor @@ -24,10 +26,10 @@ void ClearBackground(Color color); // Set background color (framebuffer clear color) void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) - void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) - void End2dMode(void); // Ends 2D mode with custom camera - void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) - void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode + void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) + void EndMode2D(void); // Ends 2D mode with custom camera + void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) + void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing void EndTextureMode(void); // Ends drawing to render texture @@ -40,32 +42,29 @@ void SetTargetFPS(int fps); // Set target FPS (maximum) int GetFPS(void); // Returns current FPS float GetFrameTime(void); // Returns time in seconds for last frame drawn + double GetTime(void); // Returns elapsed time in seconds since InitWindow() // Color-related functions - int GetHexValue(Color color); // Returns hexadecimal value for a Color + int ColorToInt(Color color); // Returns hexadecimal value for a Color + Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] + Vector3 ColorToHSV(Color color); // Returns HSV values for a Color Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f - float *ColorToFloat(Color color); // Converts Color to float array and normalizes - // Math useful functions (available from raymath.h) - float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array - float *MatrixToFloat(Matrix mat); // Returns Matrix as float array - Vector3 Vector3Zero(void); // Vector with components value 0.0f - Vector3 Vector3One(void); // Vector with components value 1.0f - Matrix MatrixIdentity(void); // Returns identity matrix - // Misc. functions void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) - void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) - void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG) + void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) + void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based) + void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) // Files management functions bool IsFileExtension(const char *fileName, const char *ext); // Check file extension - const char *GetExtension(const char *fileName); // Get file extension - const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) - const char *GetWorkingDirectory(void); // Get current working directory + const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string + const char *GetFileName(const char *filePath); // Get pointer to filename for a path string + const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string) + const char *GetWorkingDirectory(void); // Get current working directory (uses static string) bool ChangeDirectory(const char *dir); // Change working directory, returns true if success bool IsFileDropped(void); // Check if a file has been dropped into window char **GetDroppedFiles(int *count); // Get dropped files names diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c index 494b893..ba188e0 100644 --- a/cheatsheet/raylib_models.c +++ b/cheatsheet/raylib_models.c @@ -28,7 +28,13 @@ // Mesh loading/unloading functions Mesh LoadMesh(const char *fileName); // Load mesh from file void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) + void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file + // Mesh manipulation functions + BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits + void MeshTangents(Mesh *mesh); // Compute mesh tangents + void MeshBinormals(Mesh *mesh); // Compute mesh binormals + // Mesh generation functions Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh @@ -64,8 +70,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere ex. bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box - BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits - RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh + RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) diff --git a/cheatsheet/raylib_shaders.c b/cheatsheet/raylib_shaders.c index 7df2cb3..de952cf 100644 --- a/cheatsheet/raylib_shaders.c +++ b/cheatsheet/raylib_shaders.c @@ -2,10 +2,11 @@ // Shader loading/unloading functions char *LoadText(const char *fileName); // Load chars array from text file Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations + Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations void UnloadShader(Shader shader); // Unload a custom shader from memory - Shader GetDefaultShader(void); // Get default shader - Texture2D GetDefaultTexture(void); // Get default texture + Shader GetShaderDefault(void); // Get default shader + Texture2D GetTextureDefault(void); // Get default texture // Shader access functions int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location @@ -14,6 +15,7 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) + Matrix GetMatrixModelview(); // Get internal modelview matrix // Shading beegin/end functions void BeginShaderMode(Shader shader); // Begin custom shader drawing diff --git a/cheatsheet/raylib_shapes.c b/cheatsheet/raylib_shapes.c index da17744..d2d4e22 100644 --- a/cheatsheet/raylib_shapes.c +++ b/cheatsheet/raylib_shapes.c @@ -11,14 +11,14 @@ void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle + void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors - void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline - void DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character + void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) diff --git a/cheatsheet/raylib_structs.c b/cheatsheet/raylib_structs.c index 0929215..79edc85 100644 --- a/cheatsheet/raylib_structs.c +++ b/cheatsheet/raylib_structs.c @@ -3,15 +3,17 @@ struct Rectangle; // Rectangle type struct Vector2; // Vector2 type struct Vector3; // Vector3 type + struct Vector4; // Vector4 type + struct Quaternion; // Quaternion type struct Matrix; // Matrix type (OpenGL style 4x4) struct Image; // Image type (multiple data formats supported) // NOTE: Data stored in CPU memory (RAM) - struct Texture2D; // Texture2D type (multiple internal formats supported) + struct Texture; // Texture type (multiple internal formats supported) // NOTE: Data stored in GPU memory (VRAM) - struct RenderTexture2D; // RenderTexture2D type, for texture rendering - struct CharInfo; // SpriteFont character info - struct SpriteFont; // SpriteFont type, includes texture and chars data + struct RenderTexture; // RenderTexture type, for texture rendering + struct CharInfo; // Font character info + struct Font; // Font type, includes texture and chars data struct Camera; // Camera type, defines 3d camera position/orientation struct Camera2D; // Camera2D type, defines a 2d camera diff --git a/cheatsheet/raylib_text.c b/cheatsheet/raylib_text.c index 1c164e5..60f89e4 100644 --- a/cheatsheet/raylib_text.c +++ b/cheatsheet/raylib_text.c @@ -1,19 +1,21 @@ - // SpriteFont loading/unloading functions - SpriteFont GetDefaultFont(void); // Get the default SpriteFont - SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory - SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters - void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory + // Font loading/unloading functions + Font GetFontDefault(void); // Get the default Font + Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) + Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load font from file with extended parameters + CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, bool sdf); // Load font data for further use + Image GenImageFontAtlas(CharInfo *chars, int fontSize, int charsCount, int padding, int packMethod); // Generate image font atlas using chars info + void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) // Text drawing functions - void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner - void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) - void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters - int fontSize, int spacing, Color tint); - + void DrawFPS(int posX, int posY); // Shows current FPS + void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) + void DrawTextEx(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters + // Text misc. functions - int MeasureText(const char *text, int fontSize); // Measure string width for default font - Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont - const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' - const char *SubText(const char *text, int position, int length); // Get a piece of a text string + int MeasureText(const char *text, int fontSize); // Measure string width for default font + Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font + const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' + const char *SubText(const char *text, int position, int length); // Get a piece of a text string + int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font diff --git a/cheatsheet/raylib_textures.c b/cheatsheet/raylib_textures.c index 3ccfd9d..58b9a0e 100644 --- a/cheatsheet/raylib_textures.c +++ b/cheatsheet/raylib_textures.c @@ -1,50 +1,63 @@ - // Image/Texture2D data loading/unloading functions - Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) - Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) + // Image/Texture2D data loading/unloading/saving functions + Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) + Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters - Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file - Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory - Texture2D LoadTextureFromImage(Image image); // Load a texture from image data - RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering + Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data + void ExportImage(const char *fileName, Image image); // Export image as a PNG file + Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) + Texture2D LoadTextureFromImage(Image image); // Load texture from image data + RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) void UnloadImage(Image image); // Unload image from CPU memory (RAM) - void UnloadTexture(Texture2D texture); // Unload texture from GPU memory - void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory + void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) + void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) Color *GetImageData(Image image); // Get pixel data from image as a Color struct array + Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) + int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image - void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data - void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file - + void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data + // Image manipulation functions + Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) void ImageFormat(Image *image, int newFormat); // Convert image data to desired format void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image - void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) - Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) + void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color + void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value + void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle - void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) - void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) + void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (bilinear filtering) + void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) + void ImageResizeCanvas(Image *image, int newWidth, int newHeight, + int offsetX, int offsetY, Color color); // Resize canvas and fill with color + void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image + void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) - Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) + Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image + void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) - void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, - int fontSize, int spacing, Color color); // Draw text (custom sprite font) within image + void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, + float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination) void ImageFlipVertical(Image *image); // Flip image vertically void ImageFlipHorizontal(Image *image); // Flip image horizontally + void ImageRotateCW(Image *image); // Rotate image clockwise 90deg + void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg void ImageColorTint(Image *image, Color color); // Modify image color: tint void ImageColorInvert(Image *image); // Modify image color: invert - void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale + void ImageColorGrayscale(Image *image); // Modify image color: grayscale void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) + void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color // Image generation functions + Image GenImageColor(int width, int height, Color color); // Generate image: plain color Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise - Image GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise + Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells // Texture2D configuration functions |
